Using Multiple UV Channels

You can use the FBX Settings tool to import multiple UV
channels. That way, you can apply to your geometry a detail or blend layer map
with UV
channels that are independent of the diffuse, normal, and spec channels. With multiple
UV channels you can also apply an animated emittance glow that is independent of
other
texture maps on a mesh.

Processing Multiple UV
Channels

When a new .fbx file is added to your project directory,
Asset Processor automatically detects the file and
imports it as a .cgf. If needed, you can use your DCC tool to
rebuild the UV channels.

The FBX Settings tool follows these rules:

If the .fbx file contains one UV channel on a mesh,
that channel is automatically imported.

If the .fbx file contains two UV channels on a mesh,
both channels are automatically imported.

If the .fbx file contains three or more UV channels
on any of the meshes, the first two channels are automatically imported and
the remaining channels are ignored.

Setting up Multiple UV
Materials

By default, the FBX Settings tool creates materials for
your imported mesh. You must use the Shader Generation
Parameters in the Material Editor to specify
how the material should use the second UV channel.

To apply the second UV channel

In Lumberyard Editor, choose Tools,
Material Editor.

In the left pane, navigate to and select the material that you want to
use.

In the right pane, under Shader Generation Params, do
the following to apply the second UV channel to one of these
features:

Blend Layer – Select Blendlayer and
Use uv set 2 for blendlayer maps to apply
the second UV channel to the Second Diffuse
Map, Specular,
Height, Bump, and
Blending Map texture slots.

Detail Map – Select Detail mapping and
Use uv set 2 for detail map to apply the
second UV channel to the Detail texture
slot.

Emittance Map – Select Use uv set 2 for emittance
map to apply the second UV channel to the
Emittance and Decal
texture slots.

Using Independent Tiling

On the Second Diffuse Map, you can set independent values for
the blend layer's texture inputs (tiling, rotation, and oscillation). Changes
to
these values do not affect the tiling, rotation, and oscillation values on the
first
Diffuse Map. In addition, these values are not applied to
the Blend Map. You can use the Blend Mask
Tiling parameter under Shader Params in order to
tile the Blend Map.

You can also set independent values for tiling, rotation, and oscillation for the
Detail and Emittance map
features.

To set independent values for the texture inputs

In Lumberyard Editor, choose Tools,
Material Editor.

In the left pane, navigate to and select the material that you want to
use.

In the right pane, do the following:

Under Texture Maps, modify the values for
Tiling, Rotator, and
Oscillator for your diffuse maps.